Competitive Games (5e Variant Rule)

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Competitive Games[edit]

These Rules are designed to make competitive games a bit deeper and fun for the players spending down time.

Chess*
2 players
Each player gets a number of tokens equal to their Intelligence Score.
One at a time each player Rolls Intelligence, adding their Game Set Proficiency on top.
Natural 20: Gain 2 of your opponent's tokens.
10+: Gain 1 of your opponent's tokens.
9-: Nothing Happens.
5-: Lose one token to your opponent.
Natural 1: Lose two tokens to your opponent.
The player first player with all tokens wins.
Cards*
2-6 players
Each player gets a number of tokens equal to their Charisma Modifier.
One at a time, players roll Charisma, adding their Game Set Proficiency on top.
Natural 20: Gain two tokens from one player or one token from two players.
14+:Gain one token from one player.
6-13:Nothing happens.
5-:Lose one token to one player.
Natural 1:Lose one token to every player, in order of how many tokens they have (least to most). (Least to most need only be observed if there aren't enough tokens left in the character's tokens to go around.)
Dice*
2-6 players
Each player gains a number of tokens equal to their Charisma score.
One at a time, players roll a number of d6 (usually only one or two) determined by the DM, adding their Gaming Set Proficiency on top. Winning rolls are 4-6, losing rolls are 1-3.
All Sixes: Gain two tokens from one player or one token from two players.
More Than Half Win: Gain one token from one player.
Half Win Half Lose: Nothing happens.
More Than Half Lose: Lose one token to one player.
Darts
2-6 players
Each player gains 3 tokens.
Each player makes five separate ranged attacks to a dartboard with AC 10. The attacks do nothing to reduce the usability of the dartboard, such as by reducing HP.
Five hits: Gain two tokens.
Four hits: Gain one token.
Three hits: Do nothing.
Two hits: Do nothing.
One hit: Lose one token.
Zero hits: Lose two tokens.
To clarify, players do not take tokens from each other, but from an infinite pool of tokens.
The winner is whoever has the most tokens after three rounds. (Your DM can have there be more rounds if he chooses. Add one token to the starting tokens per round above three.)


Arm Wrestling
2 players
Each player receives a number of tokens equal to their Strength and Constitution Modifiers combined.
They then simultaneously roll Strength. Depending on their roll result the following happens.
Difference of 5, or 1 rolls a Natural 20: The Winner receives 1 token from the loser.
Difference of 10, or 1 rolls a Natural 1: The Winner receives 2 tokens from the loser.
Difference of 15, or 1 rolls a Natural 1 and the other a Natural 20: The winner receives 5 tokens from the loser.
The first player to collect all the tokens wins.
Drinking
2-4 players
Each player receives tokens equal to their Constitution Saving Throw modifier.
Each player then makes a constitution saving throw of DC 1, representing chugging a mug of ale.
They continue to make saving throws in each round with the save DC growing by 1 each round.
Success: Nothing happens.
Failure within 2: Lose one token.
Failure by five or more: Lose two tokens.
Failure by more than five: Lose three tokens.
If a player loses all their tokens within the first ten rounds, they feel ill and stop playing. If a player loses all their tokens after the first ten rounds, they fall unconscious due to intoxication. They have all their hit points and a splitting headache upon awaking.
The winner is the last player with tokens. Whether ill effects are suffered due to the amount of ale consumed is up to the DM's jurisdiction.
Sparring
Each player needs to wear padded armour. They then gain temporary Hit Points equal to their Maximum Hit Points.
This will work as a regular combat, with each persons AC = 11 + Dex and all attacks being Unarmed attacks. All other resources (such as Barbarian Rages and Monk Ki Points) are used up as normal if the player so desires to use them.
Cheating**
If a game allows cheating the player may make a Dexterity(Slight of Hand) check against the passive perception of the other player.
On a success the cheating player may steal a token from their opponent.
On a failure the game ends with the cheating player forfeiting.

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